package skills;

import org.bukkit.entity.Player;

import actives.Active.ActiveState;
import actives.ActiveManager;
import actives.ActiveType;

public class Swords extends Skill {

	public Swords(Player player, int level, int exp) {
		super(player, level, exp);
	}
	
	@Override
	public void info() {
		super.info();
		ActiveState state = ActiveManager.getState(player, ActiveType.SWORDS);
		int time = ActiveManager.getTime(player, ActiveType.SWORDS);
		String message = "Active State: ";
		switch (state) {
		case READY:
			message = message + "Ready";
			break;
		case PRIMED:
			message = message + "Currently Primed. Time Remaining: " + time;
			break;
		case ACTIVE:
			message = message + "Currently Active. Time Remaining: " + time;
			break;
		case COOLDOWN:
			message = message + "On Cooldown. Time Remaining: " + time;
			break;
		}
		player.sendMessage(message);	
		message(1, "Active: Execute for damage based off missing health.");
		message(1, "Passive: " + (int) level/2000 + "% Increased Damage." );		
		message(250, "Passive: " + (int) level*.3/10 + "% chance to critically strike.");
		message(750, "Level 750 Passive: critical strikes apply a bleed to the enemy");
	}

}
